Search found 648 matches
- 8 years ago
- Forum: let's play
- Topic: A2XT: It's Over
- Replies: 2002
- Views: 277940
Re: A2XT: Keeping Easter Eggs Well Hidden
So the first A2MT castle theme finally breaks through the nether into the realm of official existence. I don't believe the song was even used in the game it was intended for, so glad to see it get some use! game really makes me wish you could 'start view' the maps like in smw :( They are so nice loo...
- 8 years ago
- Forum: let's play
- Topic: A2XT: It's Over
- Replies: 2002
- Views: 277940
Re: A2XT: Septentrion's Pursuit of Blisteringly Hard Difficu
I can't find the instance of "all right" that you mentioned but I'm hoping it backs up my point! It could just be inconsistency though. raocow says it during his sheep-riding. I'm vouching for them on the basis that they were debated more than you'd believe during the testing, including n...
- 8 years ago
- Forum: let's play
- Topic: A2XT: It's Over
- Replies: 2002
- Views: 277940
Re: A2XT: Septentrion's Pursuit of Blisteringly Hard Difficu
words First of all, I want to preface this and admit that I was reaching a bit on travelling and back-up. Believe me, I used reference sites and a little Google-Fu to validate everything I said about the spelling before posting it in hopes that someone wouldn't pick apart my post, but you did it an...
- 8 years ago
- Forum: let's play
- Topic: A2XT: It's Over
- Replies: 2002
- Views: 277940
Re: A2XT: Septentrion's Pursuit of Blisteringly Hard Difficu
I'll just use time stamps on raocow's first video to point things out. 7:15: "Alright" should be two words. "Back-up" should ditch the hyphen, becoming one word. 7:53: "Travelling" should have one L, unless this game is written in non-American English (colour instead of...
- 8 years ago
- Forum: let's play
- Topic: A2XT: It's Over
- Replies: 2002
- Views: 277940
Re: Here, here, here we go [A2XT]
Kood actually fits really well to his role in the story. He likes to talk a lot. All he needs now is to either speak or interpret a giant chunk of Portuguese and his transition will be complete. Hurling a bunch of expletives censored by random non-alphanumeric characters would be several cherries o...
- 8 years ago
- Forum: let's play
- Topic: SMWC's YILDC: eight crazy nights (or mornings)
- Replies: 91
- Views: 16328
Re: SMWC's YILDC: eight crazy nights (or mornings)
What the level do accomplish is not screwing up with gameplay. That is how you get first place apparently. Without going on a tangent/rant, different judges have different standards. Unless each contest is judged by the same individuals, then there'll never be one clear-cut winning strategy. I agre...
- 8 years ago
- Forum: let's play
- Topic: SMWC's YILDC: eight crazy nights (or mornings)
- Replies: 91
- Views: 16328
Re: SMWC's YILDC: eight crazy nights (or mornings)
That was a great level, addressing a couple of the flaws that frequent custom Yoshi's Island levels (lack of direction, backtracking) while having its own in-level difficulty curve. It would have been even nicer with more extra life opportunities, but hey. It also made a great compromise with the fo...
- 8 years ago
- Forum: let's play
- Topic: SMWC's YILDC: eight crazy nights (or mornings)
- Replies: 91
- Views: 16328
Re: SMWC's YILDC: eight crazy nights (or mornings)
This level is more my style. It's rare to see such a straightforward stage in Yoshi's Island, what with most people wanting to capitalize on the scavenger hunt aspect along with multiple midpoints. If I ever entered a YI level design contest, I would almost surely make something in a similar vein to...
- 8 years ago
- Forum: let's play
- Topic: SMWC's YILDC: eight crazy nights (or mornings)
- Replies: 91
- Views: 16328
Re: SMWC's YILDC: eight crazy nights (or mornings)
Oh man, Jimmy always does swell custom music. I see he reused the cave music from his 2013 entry, a song I think is super nice. In regards to the explorative nature of Yoshi's Island with a set beginning and set end, I believe this might be the one thing Yoshi's Story does better than the rest of th...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: it's almost over don't worry
For what it's worth, that looked a lot more fun than Rupture in Reality.
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: it's almost over don't worry
The music and the general nature of the level compel my inner geek to ask if there's a story-ified reason the final level so closely resembles ASMT's other than obvious consistency/continuity and all that.
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: it's almost over don't worry
So...the final level was only designed by one guy instead of multiple guys? I guess that makes it more consistent, at least, and raocow seems to be having fun. I do miss the weird anticipation of "wow, I wonder what's going to disjoint Demo's vertebrae next" in the old Charles castle, but ...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: it's almost over don't worry
Oh man, Red Canyon graphics. All this level needs is a chest with a Rainbow Drop inside to complete its existence.
Also, the purple Game Boy? That is indeed a Game Boy Color and not an Advance.
Also, the purple Game Boy? That is indeed a Game Boy Color and not an Advance.
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: but I just can't
there was a theoretical way to split the 'big' overworld in such a way that it could be six submaps instead but it ended up being too impractical. I'm no ASM programmer, but it seems to me that one could simply disable horizontal and vertical scrolling on the main map and hard-force visual coordina...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: but I just can't
Can anyone tell me what the song used in the chest area for this level was? 'Cause I think it's pretty cool. If you liked that unassuming little SMW port, you should check out the REAL version of the song: https://www.youtube.com/watch?v=f9-0QTDyjO4 It's always swell having uncle raocow read the Fr...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: but I just can't
Spinies can be slide-killed in SMW, for future reference. :) I used to never risk it, either, because you can't do it in SMB3.
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: but I just can't
I don't recall the wizard appearing in other levels either. raocow was being creamed by the wizard despite him being common in hacks. Thing is, the magikoopa is a sprite that necessitates a lot of waiting around. If you can't jump on it to take it out almost immediately, you have to goad it into fi...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: but I just can't
"Everywhere" is an adverb.
Also, I liked this level (thanks, Sept!), but it could have done without a lot of the snake bros and blind drops.
Also, I liked this level (thanks, Sept!), but it could have done without a lot of the snake bros and blind drops.
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: "I really *want* to like it"
Random trivia: the binary in the text of that first treasure chest is 19626 in decimal. That's a hefty sum of G!
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: it's not that bad
I don't think I mentioned it before, but I really like how some of the music distorts the death jingle. I mean, it legitimately sounds neat. Also, I think it's pretty odd/coincidental how every other level raocow plays in the fishmarket ROM has Monty Moles. Like a conspiracy or something! Is it appr...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: better than a butt (debatable)
The same kind of thing happened to SMWCP1 with the multiple midpoints. A large number of levels there could've used it, as well, but it just came too late in the development cycle.
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: better than a butt (debatable)
Pretty nifty level today that knew how to exercise restraint with its gimmick, for the most part. I think this is the first time I've seen Ghettoyouth's SMB3 redrawn graphics used in a hack, as well. Those graphics are pretty old now! Adeleine faintly reminded me of the bosses from Super Pika Land U...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: better than a butt
The free-fall segments can work very well if the level is made so that the game can support the level design, but it doesn't look like Mario mechanics quite blend with today's level design. Having recently created a level with several free-falling sections, I agree. The high-precision demand seen i...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: better than a butt
I officially cannot figure out how to get the chest. I can see the level right in front of me, and it doesn't look hard, but the switch needs to be in a specific state and I can't figure out how to get it there. I'm looking at it in Lunar Magic, and what you have to do is hit the very first switch ...
- 8 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2226
- Views: 351949
Re: A Second Mario Thing: better than a butt
The celebration of the 666th demo is clearly a commentary on the all-too-human tendency to waste time to the point of metaphorical or literal death. Anyways, this level makes me want to ask you guys if you've ever seen a puzzle level in a format like Super Mario World that you've actually enjoyed (e...
